Aug 08, 2006, 06:05 PM // 18:05
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#41
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Desert Nomad
Join Date: Mar 2006
Location: Netherlands
Guild: [TYW] "The Young World"
Profession: A/Me
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Quote:
Originally Posted by milias
Mazes and puzzles, those would rock!
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Mazes, in online game? People just have to split up, and eventually they'll find a way. Mazes with monsters, and no pug will sit out the ride. I see a whole new profit for maze runners
Puzzles, in online games? People will just tell each other the answers in guild chats or forums, just like they do now with builds.
Will not work.
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Aug 08, 2006, 06:09 PM // 18:09
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#42
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Desert Nomad
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Solutions, guides and walkthroughs are all available to hold your hand through every single player game as well so that you never have to think.
I suppose.. single player games will not work.
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Aug 08, 2006, 06:18 PM // 18:18
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#43
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Lion's Arch Merchant
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Quote:
Originally Posted by Avarre
Because of cookiecutter and mission knowledge, the only way to make a truly 'hard' mission would be to introduce the one thing that makes pvp a challenge, unpredictability.
Zone that changes for every group (Bnet D2 style), with changing spawns (class, position, patrol route, etc) so that groups would have to be balanced to be ready for everything.
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QFT.
Break the stale monotony of PvE. Please.
It's going to be truely shameful of ANet if chapter 3 comes out and they still haven't attempted to remedy this basic design flaw - Static PvE. Perhaps, on a more sinister note, PvE is a one-trick pony by design? Meh...
Ps. (TM)
Edit: Mazes and Puzzles could work, it all depends how they're implemented. I mean, you could have a mission where a large team had to split into smaller groups to make their way through a maze-type dungeon, activating various levers on their way to open/close gates throughout the map to allow the other groups to progess. There's no reason why such things can't be randomised, either.
Last edited by Metanoia; Aug 08, 2006 at 06:24 PM // 18:24..
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Aug 08, 2006, 07:20 PM // 19:20
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#44
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Frost Gate Guardian
Join Date: Mar 2005
Location: Holland
Guild: Army of Fairies
Profession: R/N
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Quote:
Originally Posted by Silent Kitty
Amen to that. Not all of us sit behind the computer for hours without a break.
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......
I only play during the evening, because of my job. Some weekends can be 24/7 GW, but I also got something like a social life (ie friends that don't touch a computer outside the office). But even for me it took me only some days to get my Rit lvl 20 AND finish endgame. And Rit's are like Mesmers, only few ppl know their hidden value And no, I don't have friends that run me, I wouldn't like that much.
The Deep was a long mission, not a hard one. Once I finally figured out what skills to bring and what groups to join (standard KD/Recall, SS, Bip etc.) it wasn't hard. It was long, sometimes even boring, but not hard.
Hard is fighting a room filled with lvl 30 monsters that do as much dmg as they can heal themselves.
Hard is fighting a boss that is healed by an NPC you can't kill, cause he's the the key-NPC for the next room.
Hard is fighting a dobbleganger team during the quest, so you can't trick them by bringing a "fake" skillbar like Ascension Mission.
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Aug 08, 2006, 07:21 PM // 19:21
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#45
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Quote:
Originally Posted by Silent Kitty
Mazes, in online game? ---
Will not work.
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As Dungeons and Dragons: Online has admirably proven. People loved it first two weeks, then, when all dungeons were mapped, people started getting run through all the content. Now they're complaining about there not being any content.
Besides who in their right mind finds mazes FUN anyway? They weren't fun in 'Zork' 30 years ago, they're no more fun now.
Same for "puzzles". Seriously. Puzzles aren't quite as horribly bad an idea as mazes, but I've dropped one too many turtles on one too many gratings to cause one too many goblins to get a toothache and open one too many gates to ever want to see a game with "puzzles" ever again.
About the most puzzly puzzles I can stomach are "find the key or pull the lever to open the door" type puzzles, and even then only if there's only one key and one lever.
Unpredictability, on the other hand, now there's the ticket. It could be done - a bit depending on how much of the mission could vary (from just monster type and placement via geography to everything including mission goals) - and would make PvE much, much, harder.
Actually I bet if the devs could pull this off, meaning cookie-cutters and walkthroughs became worthless, we'd instead have infinite numbers of threads complaining about the insane & unfair DIFFICULTY of the missions.
Personally I think it's very easy: if you spoil your own game for you, you suffer the consequences. It's not the devs job to keep you from reading spoilers or getting carried by guildies, it's your own farking responsibility.
ubermancer: you seem to confuse "physically possible" with "too easy". They're not the same thing.
Or are you seriously claiming that Four Horsemen was a boringly easy quest to do when you three-manned it?
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Aug 08, 2006, 07:46 PM // 19:46
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#46
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Here's a thought: Make a new elite mission with a small maximum party. Wall and nuke is fine for 12 member parties, but people might be forced to do something different if it were just 4 people max per party. Also, instead of making mass groups of little enemies then a single boss, have several small groups of enemies with a boss. This type of mission may make Mesmers and 'Sins very useful and challenge members to find more origional builds.
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Aug 08, 2006, 08:07 PM // 20:07
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#47
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Desert Nomad
Join Date: Mar 2006
Location: Netherlands
Guild: [TYW] "The Young World"
Profession: A/Me
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No, I would like to see true hardcore characters, who have their own storages (So they have to find their own items) and are auto-dissabled when they die. Forcing you to start all over again, on Noob world. And when you manage to beat the game, it gets the title "Uber Leet Hardcore", and untill than you get titles along the way.
These hardcore characters should not be able to team up with "softcore" characters, who think dying is a strategy
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Aug 08, 2006, 08:15 PM // 20:15
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#48
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by Silent Kitty
No, I would like to see true hardcore characters, who have their own storages (So they have to find their own items) and are auto-dissabled when they die. Forcing you to start all over again, on Noob world. And when you manage to beat the game, it gets the title "Uber Leet Hardcore", and untill than you get titles along the way.
These hardcore characters should not be able to team up with "softcore" characters, who think dying is a strategy
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Similar in concept to the Diablo hardcore?
Interesting for sure... but is it feasible? How many "hardcore" characters would drop in a sticky fight, leaving the rest to drop or die?
Or... were you being facetious?
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Aug 08, 2006, 08:21 PM // 20:21
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#49
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Quote:
Originally Posted by MSecorsky
How many "hardcore" characters would drop in a sticky fight, leaving the rest to drop or die?
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[ahem]Survivor Title[/ahem]
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Aug 08, 2006, 09:13 PM // 21:13
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#50
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Quote:
Originally Posted by Silent Kitty
No, I would like to see true hardcore characters, who have their own storages (So they have to find their own items) and are auto-dissabled when they die.
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I love that idea. Post it in Sardelac now!
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Aug 09, 2006, 07:44 AM // 07:44
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#51
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Forge Runner
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Quote:
Originally Posted by xiaotsu
You were implying that UW was hard, when you can 2-man something it isn't hard Alleji...
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Quote:
Originally Posted by Alleji
Screenshot of "The Four Horsemen" completed with party window open and displaying 2 people, kthx.
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I feel the above point didn't come through the first time. So I'll elaborate: You can 2-man smites. If you're good, you can 2-man Escort of Souls, Unwanted Guests and Ice King. UW is bigger than that, or didn't you ever go beyond the farming areas?
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Aug 09, 2006, 07:48 AM // 07:48
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#52
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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You can three-man all of UW and FoW, which technically means they aren't hard
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Aug 09, 2006, 07:56 AM // 07:56
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#53
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Forge Runner
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Quote:
Originally Posted by Avarre
You can three-man all of UW and FoW, which technically means they aren't hard
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If we get into technicalities, I initially only said that UW is harder than deep/urgoz. (which somebody is obviously going to argue now)
Right now, I was just trying to point out that xiaotsu would need lots of luck 55ing thround NR trappers and groups of 9 mindblades. Unless he's running a Mo/R with SB, QZ and blessed aura. Which still doesn't explain what he would do against the behemoths.
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Aug 09, 2006, 07:58 AM // 07:58
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#54
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/retired
Join Date: Dec 2005
Location: On the Beach
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Quote:
Originally Posted by milias
Mazes and puzzles, those would rock!
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Quoted For Truth ^_^
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Aug 09, 2006, 08:01 AM // 08:01
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#55
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Behemoths are easy for 2-man (cleared them as a me/mo tank), I won't post strategy to clear them here (can pm me ingame or on forum if you do want to know and don't want to look through old threads).
However, he would not be able to clear Planes or Finish Horsemen 2-man Elite missions are harder than Planar missions simply because of larger groups - aggro slipups are much, much more painful in elite missions.
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Aug 09, 2006, 08:13 AM // 08:13
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#56
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Lion's Arch Merchant
Join Date: Jan 2006
Location: So-Cal
Guild: Forsaken Wanderers [FW]
Profession: Mo/
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The two times I've had the most fun in Guild Wars was when Abs were first availible and the first time I fought Urgoz. I'd have to agree with what others have said, the whole feeling of every-man-for-himself semi-chaotic fights was what made it fun. Of course you could go-in with a gimmick or well-refined build, but I really liked the feeling of not knowing what was going to happen.
I mean stuff like FoW, Tombs, and now even elite missions gets dull because you learn the spawns so it turns into a well thought out well-planned waiting game, which is ok for awhile, but after a few runs it gets dull knowing exactly what is going to happen.
I think Guild Wars needs alittle bit more of the randomness/chaotic factor to keep it fresh.
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Aug 09, 2006, 08:19 AM // 08:19
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#57
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/retired
Join Date: Dec 2005
Location: On the Beach
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Random generated maze with Greek Mythology/Medieval Garden style full with deadly enemies and even deadlier traps i.e fake entrances that will close behind you etc, and some kind of landmark in middle of maze working as a goal. Randomness would add challenge for sure, but this post should be in Sardelac forum oops ..
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Aug 09, 2006, 08:19 AM // 08:19
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#58
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Krytan Explorer
Join Date: Jan 2006
Location: Aussie land
Profession: Me/E
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Quote:
Originally Posted by Jetdoc
[ahem]Survivor Title[/ahem]
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Congratulations!
Did you get it by yourself or someone of higher level accompained you making sure you did not die.
PS. Characters should not be allowed to join groups higher or lower than their own level, an allowance of 2 levels (higher or lower) would be fine in my opinion.
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Aug 09, 2006, 08:35 AM // 08:35
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#59
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Quote:
Originally Posted by Avarre
Behemoths are easy for 2-man (cleared them as a me/mo tank), I won't post strategy to clear them here (can pm me ingame or on forum if you do want to know and don't want to look through old threads).
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Behmoths is them Ranger enemys that use Traps and cant move ye? Cus if its them then you can like Solo some of them with a SS necro x.x ...
Hide Behind wall = no dmg. SS + Reckless Haste can outdmg their healing spring if your lucky.. And if you have a Tank then he can easyly interupt the Healing Traps O.o
~Shadow
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Aug 09, 2006, 09:51 AM // 09:51
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#60
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Ninja Unveiler
Join Date: Jun 2005
Location: Louisiana, USA
Guild: Boston Guild[BG]
Profession: W/Me
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Quote:
Originally Posted by milias
Mazes and puzzles, those would rock!
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I've been waiting for that forever.
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